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    FAQ/Walkthrough by infinitys_7th

    Version: 0.25 | Updated: 04/14/06 | Search Guide | Bookmark Guide

            ___  ___   ______   _______   ______   ______   _______   ______
           |   \/   | |  ____| |__   __| |  __  \ /  __  \ |__   __| |  __  \
           | |\  /| | | |__       | |    | |__| | | /  \ |    | |    | |  \ |
           | | \/ | | |  __|      | |    |  _  _/ | |  | |    | |    | |  | |
           | |    | | | |____     | |    | | \ \  | \__/ |  __| |__  | |__/ |
           |_|    |_| |______|    |_|    |_|  \_\ \______/ |_______| |______/
                             /-TOTAL WALKTHROUGH WITH FAQ-\
                     ______   ______   _______   ___  ___   ______
                    |  __  \ |  __  \ |__   __| |   \/   | |  ____|
                    | |__| | | |__| |    | |    | |\  /| | | |__
                    |  ____/ |  _  _/    | |    | | \/ | | |  __|
                    | |      | | \ \   __| |__  | |    | | | |____
                    |_|      |_|  \_\ |_______| |_|    |_| |______|
                              \-WRITTEN BY infinitys_7th-/
             _    _   _    _   __    _   _______   ______   ______   ______
            | |  | | | |  | | |  \  | | |__   __| |  ____| |  __  \ /  ____|
            | |__| | | |  | | |   \ | |    | |    | |__    | |__| | | |____
            |  __  | | |  | | | |\ \| |    | |    |  __|   |  _  _/ \____  \
            | |  | | | \__/ | | | \   |    | |    | |____  | | \ \   ____| |
            |_|  |_| \______/ |_|  \__|    |_|    |______| |_|  \_\ |______/
                                   /\             /\
                                  /  \           /  \
                                  \  /           \  /
                                   \/             \/
                       /\                                     /\
                      /  \                                   /  \
                      \  /            ___________            \  /
                       \/            /    ___    \            \/
                                   _/ ___/   \___ \_
                                  /  \           /  \
                                  \___\__     __/___/
                       /\           \_\_ \   / _/_/           /\
                      /  \            \_\_\_/_/_/            /  \
                      \  /                                   \  /
                       \/                                     \/
                                   /\             /\                         _____
                                  /  \           /  \                       /-----\
                                  \  /           \  /                       |00 / |
                                   \/             \/                        \__/__/
    |                          /                                             [TOCT]
    |  I.  Table of Contents  /
       Section Number and Name                                               Code
       =======================                                               ====
       I.    Table of Contents...............................................[TOCT]
       II.   Updates.........................................................[UPDT]
       III.  Introduction....................................................[INTR]
       IV.   Story...........................................................[STRY]
          A.  Instruction Manual Version.....................................{INMV}
          B.  In-Game Introduction Version...................................{IGIV}
       V.    Hunter Profiles.................................................[HRPF]
          A.  Samus Aran.....................................................{SMUS}
          B.  Noxus..........................................................{NOXS}
          C.  Spire..........................................................{SPIR}
          D.  Weavel.........................................................{WEVL}
          E.  Sylux..........................................................{SYLX}
          F.  Trace..........................................................{TRAC}
          G.  Kanden.........................................................{KAND}
       VI.   Controls........................................................[CTRL]
       VII.  Adventure Mode Walkthrough......................................[AMDW]
          A.  The Hunt Begins:  The First Octolith in the Celestial Archives.{OL#1}
          B.  Ruins in Fire:  Alinos and the Second Octolith.................{OL#2}
          C.  ***Coming Soon***..............................................{OL#3}
          D.  ***Coming Soon***..............................................{OL#4}
          E.  ***Coming Soon***..............................................{OL#5}
          F.  ***Coming Soon***..............................................{OL#6}
          G.  ***Coming Soon***..............................................{OL#7}
          H.  ***Coming Soon***..............................................{OL#8}
          I.  ***Coming Soon***..............................................{SCRT}
          J.  ***Coming Soon***..............................................{FINL}
       VIII. Items...........................................................[ITEM]
          A.  Sub-Weapons....................................................{SWPN}
          B.  Energy Tanks...................................................{ENTK}
          C.  Missile Expansions.............................................{MSEX}
          D.  Universal Ammo (UA) Expansions.................................{UAEX}
          E.  Pick-Ups.......................................................{PKUP}
       IX.   Logbook.........................................................[LGBK]
          A.  Lore...........................................................{LORE}
          B.  Bioform........................................................{BOFM}
          C.  Object.........................................................{OBJT}
          D.  Equipment......................................................{EPMT}
       X.    Bosses..........................................................[BOSS]
       XI.   Multiplayer Guide...............................................[MPGD]
       XII.  Unlockables.....................................................[UNLK]
          A.  Movies.........................................................{MOVI}
          B.  Multiplayer Characters.........................................{MPCT}
          C.  Multiplayer Arenas.............................................{MPAN}
       XIII. Frequently Asked Questions......................................[FAQS]
       XIV.  Game Review.....................................................[GRVW]
       XV.   Legal Notes.....................................................[LLNT]
       XVI.  Contact Information.............................................[CTIF]
       XVII. Special Thanks..................................................[SPTK]
    *Please note that you hold Ctrl and press F to bring up the Find option.  If
    you wish to go to a specific section quickly, copy and paste (highlight the
    code, hold Ctrl, and press C to copy it; click in the text box in the Find box,
    hold Ctrl, and press V to paste) that section's code (either "[xxxx]" or
    "{xxxx}" in which "x" is the individual code) and then press Enter/Return or
    click the Find Next button.
    |                 /                                                      [UPDT]
    |  II.  Updates  /
    Current Level..............................................................0.25
     3-28-06                                                                 + 0.12
     =======                                                                 ======
     I started this guide.  So far I have finished I and added everything listed in
     it.  I am about done with the IV and have finished III and VI.   Completed VII
     A.  Added XV to protect work before I submit it.  Submitted to GameFAQs.
     3-28-06                                                                 + 0.00
     =======                                                                 ======
     Fixed some grammar issues.  Finished V.
     4-12-06                                                                 + 0.00
     =======                                                                 ======
     Fixed some grammar and spelling issues.  Finished III.  Revised VII.A.  Worked
     on VII.B.
     4-14-06                                                                 + 0.13
     =======                                                                 ======
     Fixed some grammar and spelling issues.  Revised VII.A.  Finished VII.B.
     Resubmitted to GameFAQs.
    |                       /                                                [INTR]
    |  III.  Introduction  /
         Welcome to my first video game guide; as you can see it is for the game
    Metroid Prime Hunters.  For a long time I have been a fan of the Metroid
    series, though not so much a purist as many others.  I loved Super Metroid,
    Metroid Fusion, and Metroid Zero Mission, and further enjoyed Metroid Prime and
    Metroid Prime 2:  Echoes.  As a tidbit of information, Metroid Prime is my
    second favorite game of all time, only behind the timeless classic that is The
    Legend of Zelda:  A Link to the Past.
         Metroid Prime Hunters is a derivation from the typical Metroid formula,
    though it still keeps some of its predecessors' attributes.  Where the past
    Metroid games emphasized exploration, this game is more linear.  Where the past
    Metroid games emphasized a single player experience, this game has a single
    player that, to some, is considered outclassed by the multiplayer aspects of
    the game.  However, I can tell you that it maintains the atmosphere, story, and
    isolation elements that Metroid games in general (and, more closely, the Prime
    trilogy) contain.  The graphics are extremely impressive for a DS game, the
    controls are impressive for a FPS (despite the learning curve and the
    occasional arm cramp), and the game overall gives a very good experience.
         Thus, I would like to continue with my guide.  I hope that it provides you
    with assistance in those situations which become frustrating, such as giving
    tips for bosses or helping you find that last scan or Missile Expansion.
    |               /                                                        [STRY]
    |  IV.  Story  /
    |  A.  Instruction Manual Version  |                                     {INMV}
         In the most distant reaches of space, beyond the territories controlled by
    the Galactic Federation, is the Tetra Galaxy, once home to a mighty race known
    as the Alimbics. An advanced civilization, peaceful, prosperous and powerful,
    the Alimbics maintained stability over the region forcefully but judiciously.
    They reigned over a vast region known as the Alimbic Cluster. One day, perhaps
    thousands of years ago, perhaps tens of thousands, they simply disappeared,
    leaving behind artifacts, all scattered across the Alimbic Cluster, all
    protected by a lethal arsenal of the Alimbics' most advanced weaponry.
         Today, for the first time in centuries, the long-dormant Alimbic System is
    stirring, delivering strange tidings. A telepathic communication originating in
    Alimbic Cluster, has downloaded into the brains of some of the most exceptional
    bounty hunters in our galaxy. The message translates into a thousand different
    languages on a thousand different worlds. But the message always is the same:
    "The secret to ultimate power resides in the Alimbic Cluster."
         This message has intrigued and enticed some of the most formidable bounty
    hunters in the galaxy to make the long journey to the Alimbic Cluster, each of
    these great warriors motivated by a different reason. Some desire power for
    themselves, or for their planet or people, while others simply have a
    relentless desire to hunt, or to kill, along with a fierce determination to
    prove themselves the best bounty hunter in the galaxy. Now, it's a race
    against time to see which bounty hunter will triumph over the others, who will
    discover the secret behind this promise of "ultimate power."
         The Galactic Federation has heeded this strange, suspicious communication
    as well, and has called for the help of Samus Aran. Her mission: to discover
    the truth about this mysterious message, to protect against a potential threat,
    and to keep the Alimbics' ultimate power from falling into the wrong hands.
    |  B.  In-Game Introduction Version  |                                   {IGIV}
          |                     ---MISSION FILE 79109---                    |
          |                                                                 |
          |   "The secret to Ultimate Power lies in the Alimbic Cluster."   |
          |                                                                 |
          |                     ---DATA CONFIRMATION---                     |
          |                                                                 |
          |   The repeating neural thread, originating from an uncharted    |
          |   region of the Tetra Galaxy known as the Alimbic Cluster,      |
          |   was recently intercepted and translated by Federation         |
          |   empaths.                                                      |
          |                                                                 |
          |                       ---ROGUE CONTRACT---                      |
          |                                                                 |
          |   1.  Discover the meaning behind this mysterious telepathic    |
          |   message.                                                      |
          |                                                                 |
          |   2.  If the "ultimate power" can be secured, ensure            |
          |   Federation control.                                           |
          |                                                                 |
          |   3.  If the power cannot be secured, ensure that it remains    |
          |   secret or destroy it.                                         |
          |                                                                 |
          |                  ---POTENTIAL COMPLICATIONS---                  |
          |                                                                 |
          |   This operation must remain covert.  The Tetra Galaxy is       |
          |   outside of Federation-controlled space, and the Alimbic       |
          |   Cluster is a wild and uncharted region.                       |
          |                                                                 |
          |   While we have kept our communications classified, we know     |
          |   other entities have intercepted the thread.                   |
          |                                                                 |
          |   The lure of ultimate will be irresistible to many.            |
          |   Disposition of rival interest is presumed hostile.            |
          |                                                                 |
          |                   UPLOADING KNOWN COORDINATES_                  |
          |                                                                 |
    |                        /                                               [TOCT]
    |  V.  Hunter Profiles  /
    |  A.  Samus Aran  |                                                     {SMUS}
    Species:  Human
    Origin:  K2-L, Zebes
    Affinity Weapon and Effect:  Missile Launcher (homes in on enemies when
                                 charged; has a larger blast radius)
    Alt-Form Information:  Morph Ball; weapons are Morph Ball Bombs and abilities
                           include boost capabilities
    Description:  Samus Aran is well-known throughout the galaxy as an efficient 
                  and experienced bounty hunter.  Few other hunters can compete
                  with Samus's long history of successful missions, most of which
                  were carried out against seemingly insurmountable odds.
                  The heroine of the Metroid series, Samus Aran is bounty hunter
                  who is frequently contracted by the Galactic Federation to deal
                  with various problems, usually in the scope of the series dealing
                  with Space Pirates and Metroids.  In this case, she is required
                  to investigate a telepathic message coming from the Alimbic
                  cluster, try to find the "ultimate power" that the message speaks
                  of, and, if this power falls into the wrong hands, destroy it or
                  ensure that it cannot be used by the wrong group or entity.
    |  B.  Noxus  |                                                          {NOXS}
    Species:  Vhozon
    Origin:  Vho
    Affinity Weapon and Effect:  Judicator (freezes opponents when charged)
    Alt-Form Information:  Vhoscythe; attack is an appendage coming out of the side
                           of the Vhoscythe, which spins with the Vhoscythe and
                           causes damage on contact
    Description:  Noxus is a member of the Vhozon, a proud and reclusive race that
                  inhabit the outer rim of the Galaxy.  A spiritual being who walks
                  a harsh, righteous path, Noxus has become a bounty hunter to
                  administer justice to the galaxy's criminals and evildoers.
                  Noxus is one of the two bounty hunters that can be said to not
                  have an agenda harmful to Samus; however, he still sees her, or
                  more likely the Galactic Federation, as unworthy of the "ultimate
                  power" talked about in the telepathic message.
    |  C.  Spire  |                                                          {SPIR}
    Species:  Diamont
    Origin:  Mondreus
    Affinity Weapon and Effect:  Magmaul (sets enemies on fire on when charged; has
                                 a larger blast radius)
    Alt-Form Information:  Dialanche; attack is two piles of rock that spin around
                           the Dialanche, allowing two strikes per attack and
                           ability is climbing walls
    Description:  Spire is thought to be the sole remaining Diamont, an ancient
                  race of silicon-based life forms whose bodies are composed of
                  organic rock.  Spire travels the galaxy as a bounty hunter
                  searching for information on the location, or fate, of the rest
                  of his people.
                  Spire is one of the bounty hunters, along with Noxus, that can be
                  said to not really be an enemy to you; however, given his quest
                  to find what has become of his people, he is driven to fight.
                  Something interesting to be noted is that it has been suggested
                  that he wishes to find the "ultimate power" to avenge his race's
                  attempted extinction.
    |  D.  Weavel  |                                                         {WEVL}
    Species:  Cybernetic Space Pirate
    Origin:  Unknown
    Affinity Weapon and Effect:  Battlehammer (knocks opponents back; has a larger
                                 blast radius)
    Alt-Form Information:  Halfturret; ability is separation into a controllable
                           mobile half and stationary half, and weapons and attacks
                           are slash (with mobile half) and Battlehammer shots
                           (from stationary half) 
    Description:   Once a powerful Space Pirate general, Weavel was critically
                   wounded during an altercation between the Space Pirates and
                   Samus Aran.  With just his brain and spinal cord still
                   functional, his body was fused with a mobile life support
                   Weavel's motivations are unclear; it is possible that he wishes
                   to bring the "ultimate power" to the Space Pirates, perhaps for
                   redemption for his failures, or that he wishes to keep it for
                   himself.  Either way, he harbors the animosity to attack Samus
                   when he encounters her, as well as the need due to simply reduce
                   competition.  Interestingly, the location of the battle between
                   Weavel and Samus has been given as Brinstar, on Zebes; however,
                   Samus did not encounter Space Pirates in Brinstar in either
                   Metroid or Metroid Zero Mission.  Given the conflicts that Space
                   Pirates have had with the Galactic Federation, the Federation
                   would definitely not want the "ultimate power" to fall into the
                   hands of the Space Pirates, how are notorious for wanting to
                   find new weapons or tactical technologies.
    |  E.  Sylux  |                                                          {SYLX}
    Species:  Unknown
    Origin:  Cylosis
    Affinity Weapon and Effect:  Shock Coil (absorbs enemy health and replenishes
                                 your own)
    Alt-Form Information:  Lockjaw; weapons are tripwire bombs (when two are set
                           they form a "tripwire" between them, given no obstacles
                           between them, and when three are set all three detonate
                           and deal massive damage to anything contained in the
                           triangle that they form, given no obstacles between any
                           of the perimeter lines; bombs detonated without the
                           previously described effects damage like Samus' Morph
                           Ball Bombs) 
    Description:  Little is known about the mysterious bounty hunter known as Sylux
                  other than the fact that Sylux harbors an intense hatred for the 
                  Galactic Federation and the bounty hunter who has helped the
                  Federation time and time again -- Samus Aran.
                  Sylux is a very mysterious character; his hatred for the Galactic
                  Federation is curious, as it has no given background as of yet.
                  He apparently raids Federation holdings frequently, given that
                  his suit, weapon (Shock Coil), gunship (Delano 7), and Alt-Form
                  (Lockjaw) are all stolen or banned Federation technology.  If
                  Sylux finds the "ultimate power," one can assume that he might
                  use it against the Galactic Federation.
    |  F.  Trace  |                                                          {TRAC}
    Species:  Kriken
    Origin:  Kriken Empire
    Affinity Weapon and Effect:  Imperialist (while the Imperialist is equipped,
                                 remaining stationary will allow you to
                                 automatically cloak)
    Alt-Form Information:  Triskelion; attack is lunge and ability is automatic
                           cloaking while stationary
    Description:  Trace is a Kriken, one of the most hated and feared races in the
                  galaxy.  Every Kriken, when he reaches a certain age, is exiled
                  by its clan for a rite of passage.  Trace is currently in exile,
                  traveling the galaxy looking for planets to expand the Kriken
                  Krikens are given rewards and power based upon what they bring to
                  the Kriken Empire; thus, Trace wants to find something that will
                  ensure that he gets as much power as possible and will not allow
                  anything to stand in his way.  The Galactic Federation would
                  definitely not want the "ultimate power" to fall into the hands
                  of Trace's species.
    |  G.  Kanden  |                                                         {KAND}
    Species:  Enoema
    Origin:  A Sinister Laboratory
    Affinity Weapon and Effect:  Volt Driver (disrupts vision when charged)
    Alt-Form Information:  Stinglarva; attack is a homing bomb
    Description:  A lab experiment gone awry, Kanden was created to be the ultimate
                  soldier.  However, stress from the neural combat encoding
                  sequences was more than Kanden's still-mortal brain could handle,
                  and left him ferocious, deadly and dangerously unpredictable.
                  Kanden, as indicated, was created to be a fighting machine;
                  however, something, presumably a conscience, interacted in a
                  negative way with the programming he was given, causing him to
                  become unstable.  He killed all those who made him what he is and
                  went into a field that any remorseless, powerful being would be
                  perfect for; that is, he became a bounty hunter.  Kanden is
                  presumably hungry for power, wishing to make himself even
                  stronger than he already is; thus, he wants to find the "ultimate
                  power" and claim it as his own.  This is one of the situations
                  that the Galactic Federation had in mind when they gave Samus her
                  three primary objectives.
    |                  /                                                     [CTRL]
    |  VI.  Controls  /
                                 ~Nintendo DS Handheld~
                /                                                      \
               /             ______________________________             \
               |            |                              |            |
               |            |                              |            |
               |            |                              |            |
               |            |                              |            |
               |            |                              |            |
               |            |          Top Screen          |            |
               |            |                              |            |
               | .........  |                              | .........  |
               | .........  |                              | .........  |
               | .........  |                       _      | .........  |
               | .........  |                      | |     | .........  |
               |            |______________________| |_____|            |
               |             _               _______||_   _             |
              _\            | |             |       || | | |            /_
             / L\___________| |_____________|       || |_| |___________/R \
             \     ___       _______________________||_____     __   __   /
             |    |___|     |                       ||     |   (__| |__)  |
             |    Power     |                       ||     | Select Start |
             |              |                       ||     |              |
             |      _       |                       ||     |       _      |
             |     |_|      |                       ||     |      |_|     |
             |  ___|_|___   |         Touch Screen  \/     |   _   X   _  |
             | |_(_(_)_)_|  |                              |  |_|     |_| |
             |     |_|      |                              |   Y   _   A  |
             |     |_|      |                              |      |_|     |
             |    D-Pad     |                              |       B      |
             |              |                              |              |
             |              |______________________________|              |
             |                                                            |
             \              | Microphone         Charging| |Power         /
                             Slot-2:  Rumble Pack (if used)
             Hidden: *Slot-1: Game Card (opposite side from Slot-2)
                     *AC Adapter jack (on the "D-Pad" side of Slot-1)
                     *Wrist strap (on the "A/B/X/Y" side of Slot-1)
                     *Stylus holder (to the right of the wrist strap)
                     *Volume (on the "D-Pad" side  Slot-2)
                     *Headset jack (on the "A/B/X/Y" side next to Slot-2)
                     *Headphones jack (to the right of the headset jack)
         There are four different control schemes in Metroid Prime Hunters; they
    are accessed through the following method:
                           Main Menu --> Options --> Controls
    You can also change control modes while in the Gunship using the following
                            Gunship Screen Menu --> Options
         In both of these menus there are two additional options that affect
    controls; they are Look Invert and Sensitivity.  Look Invert controls how you
    look up and down in perspective in all control modes.  Turning it off (the
    default setting) means that moving the stylus up (toward the Top Screen) while
    in SR/SL modes or pressing X or Up for DR or DL, respectively, moves the
    perspective up and the reverse movement while in SR/SL or pressing B or Down
    for DR or DL, respectively, moves the perspective down.  Turning it on reverses
    how the perspective changes for stylus movements or button press (for example,
    moving the stylus up moves the perspective down, and so forth for the other
    variations).  Sensitivity controls how far moving the stylus or pressing a
    button used to change perspective moves your current perspective.  The higher
    the setting, the faster the perspective changes when it is adjusted.  It
    should be noted that the option has a scale of one to fifteen, but the
    numerical value is only shown in the Controls menu accessed from the Main Menu;
    the Controls menu accessed from the Gunship Screen Menu is a simple meter with
    only one and fifteen shown for reference, but it controls basically the same.
         The control schemes are as follows (please note that Boost only applies to
    Samus' Alt-Form, the Morph Ball; otherwise, though, the basic controls other
    than map controls are the same no matter what character you choose to play as;
    Start controls are noted as to what they do differently in Adventure Mode and
    Multiplayer Mode):
       Stylus R (SR)
       Touch Screen: *Look around (Biped)
                     *Change weapon (Biped)
                     *Toggle Combat/Scan Visor (Biped; hold to toggle)
                     *Jump (Biped; double-tap)
                     *Move/Turn (Alt-Form)
                     *Boost (Alt-Form; quickly slide stylus in desired direction)
                     *Toggle Biped/Alt-Form
                     *Toggle Zoom (Imperialist on; double-tap Sub-weapon icon)
                     *Rotate map in pause menu
                     *Navigate menus (for example, interact with Tetra Galaxy map)
       D-Pad: *Move (Biped)                  X/Y/B/A: *Jump
              *Move (Alt-Form)                        *Move (Alt-Form)
              *Move room in pause menu map
              *Navigate some menus
       L: *Fire (Biped; can hold to charge)  R: *Boost (Alt-Form; hold to charge)
          *Scan (Biped; hold to scan)           *Toggle Zoom (Imperialist on)
          *Morph Ball Bombs (Alt-Form)          *Zoom out on pause menu map
          *Zoom in on pause menu map
       Start: *Pause/Unpause Adventure Mode  Select: *Not used
              *Multiplayer Mode game info
       Stylus L (SL)
       Touch Screen: *Look around (Biped)
                     *Change weapon (Biped)
                     *Toggle Combat/Scan Visor (Biped; hold to toggle)
                     *Jump (Biped; double-tap)
                     *Move/Turn (Alt-Form)
                     *Boost (Alt-Form; quickly slide stylus in desired direction)
                     *Toggle Biped/Alt-Form
                     *Toggle Zoom (Imperialist on; double-tap Sub-weapon icon)
                     *Rotate map in pause menu
                     *Navigate menus (for example, interact with Tetra Galaxy map)
       D-Pad: *Jump                          X/Y/B/A: *Move (Biped)
              *Move (Alt-Form)                        *Move (Alt-Form)
                                                      *Move room in pause menu map
                                                      *Navigate some menus
       L: *Boost (Alt-Form; hold to charge)  R: *Fire (Biped; can hold to charge)
          *Toggle Zoom (Imperialist on)         *Scan (Biped; hold to scan)
          *Zoom in on pause menu map            *Morph Ball Bombs (Alt-Form)
                                                *Zoom out on pause menu map
       Start: *Pause/Unpause Adventure Mode  Select: *Not used
              *Multiplayer Mode game info
       Dual R (DR)
       Touch Screen: *Change weapon (Biped)
                     *Toggle Combat/Scan Visor (Biped; hold to toggle)
                     *Jump (Biped; double-tap)
                     *Move (Alt-Form)
                     *Boost (Alt-Form; quickly slide stylus in desired direction)
                     *Toggle Biped/Alt-Form
                     *Toggle Zoom (Imperialist on; double-tap Sub-weapon icon)
                     *Navigate menus (for example, interact with Tetra Galaxy map)
       D-Pad: *Move (Biped)                  X/Y/B/A: *Look around
              *Move (Alt-Form)                        *Move/Turn (Alt-Form)
              *Move room in pause menu map            *Rotate pause menu map
              *Navigate some menus
       L: *Fire (Biped; can hold to charge)  R: *Jump (Biped)
          *Scan (Biped; hold to scan)           *Boost (Alt-Form; hold to charge)
          *Morph Ball Bombs (Alt-Form)          *Zoom out on pause menu map
          *Zoom in on pause menu map
       Start: *Pause/Unpause Adventure Mode  Select: *Toggle Zoom (Imperialist on)
              *Multiplayer Mode game info
       Dual L (DL)
       Touch Screen: *Change weapon
                     *Toggle Combat/Scan Visor (Biped; hold to toggle)
                     *Jump (Biped; double-tap)
                     *Move (Alt-Form)
                     *Boost (Alt-Form; quickly slide stylus in desired direction)
                     *Toggle Biped/Alt-Form
                     *Toggle Zoom (Imperialist on; double-tap Sub-weapon icon)
                     *Navigate menus (for example, interact with Tetra Galaxy map)
       D-Pad: *Look around                   X/Y/B/A: *Move (Biped)
              *Move/Turn (Alt-Form)                   *Move (Alt-Form)
              *Rotate pause menu map                  *Move room in pause menu map
                                                      *Navigate some menus
       L: *Jump (Biped                       R: *Fire (Biped; can hold to charge)
          *Boost (Alt-Form; hold to charge)     *Scan (Biped; hold to scan) 
          *Zoom in on pause menu map            *Morph Ball Bombs (Alt-Form)
                                                *Zoom out on pause menu map
       Start: *Pause/Unpause Adventure Mode  Select: *Toggle Zoom (Imperialist on)
              *Multiplayer Mode game info
         Overall, I prefer SR mode; however, I will try to avoid anything
    problematic for those who prefer SL, DR, and DL.  A good summary of the
    strengths and weaknesses of each mode is as follows:
       Stylus Modes
       +Fast                                 -Must pick up stylus with some turns
       +Accurate                             -May scratch Touch Screen
       +Fast access to Touch Screen icons    -May be unsteady
       +Resembles PC FPS controls            -Jumping may be annoying
       Dual Modes
       +Steady                               -Less accurate than Stylus modes
       +Gives a good hold on the DS          -Poor access to Touch Screen icons
       +All buttons are accessible           -Slow
       +Helps protect screen
         The modes are fairly balanced, as you can see; however, I still recommend
    Stylus mode.  You should, however, become proficient with both, as each has
    unique strengths.
         The Power light and the Charging light do different things depending on
    whether the DS is currently on, charging (on or off), in Sleep Mode, connected
    to another DS (or other DS's), or online.  While the DS is on, the Power light
    will glow either green with ample power or red when the battery of the system
    is low.  Further, if the system is connected to another DS (or DS's) or to the
    Nintendo WiFi Connection (WFC) the Power light will flicker twice followed by a
    brief pause, and then repeat.  It will also flicker in the same pattern when it
    is in Sleep Mode.  The Charging light will only turn on while the system is
    charging; it will glow yellow-orange until the battery is fully charged.
    Interestingly, the battery life while the Power light flickers greatly falls;
    thus, you should keep the DS plugged in while playing connected games when you
    can too avoid the possibility of a disconnect due to the system losing power.
         As a note, a cheap and efficient way to protect your Touch Screen (and Top
    Screen as well) is vinyl laminating sheets.  For around $4 (USA) I was able to
    purchase enough to make at least a great many sets of two screen protectors
    (one for the Top Screen and one for the Touch Screen).  The only problems I
    have had so far are relatively minor; the screen is hard to see without the
    backlight turned on, the adhesive backing leaves a line of adhesive when it is
    pulled up (this can be removed by dabbing the line with the removed screen
    protector), and it can be difficult to apply.  When and if you make yours, be
    sure to leave a tab of the sheet on the fringes of the surrounding border of
    the Touch Screen (approximately one (1) centimeter) and to fully cover the Top
    Screen and its surroudings.  By the way, an alternative to this method is to
    use Hori brand screen protectors; they are generally the most recommended and
    use static rather than adhesive to stick to screens.
         I would also like to bring up the frequently occurring problem of hand and
    arm cramps.  These can be very frustrating (and painful), and, from my
    experience, are caused by trying to hold the weight of the DS in one hand while
    keeping it steady enough to play with the stylus held in the other hand.  The
    easiest remedy for this is to take frequent breaks and to stop immediately when
    pain occurs.  A way to prevent this from occurring is to always have the DS on a
    table or other surface and to simply control it that way.  There are also
    commercial styluses which wrap around a finger instead of being held like a
    pencil which may help stop the cramps.
    |                                     /                                  [AMDW]
    |  VII.  Adventure Mode Walkthrough  /
    Bring up room and chamber difference.
    |  A.  The Hunt Begins:  The First Octolith in the Celestial Archives  | {OL#1}
                           /                                \
                           |  Scans, Expansions, and Items  |
    Celestial Gateway:                                          -------------------
     ^Alimbic Prophecy 01                                       |       Key       |
     ^Celestial Archives                                        |       ===       |
     ^Hunter Gunship                                            |                 |
    ~~~                                                         | ^ --> Scan      |
    Helm Room:                                                  | # --> Expansion |
     ^Synergy Processor                                         | % --> Item      |
     ^Synergy Drive                                             -------------------
     ^Port Helm
     ^Starboard Helm
     ^Psycho Bit v1.0
     ^Guardian (during evacuation)
    Meditation Room:
     ^Small Energy
     ^Alimbic Panel
     ^Navigational Chart
     ^Tetra Trade Map
     ^Synergy Strut
     ^Small Missile Pack
    Data Shrine 01:
     ^Science Hub
     ^Alimbic Artifacts
     ^Cartograph Artifact
     ^Artifact Shield
     ^Shield Key
     ^Energy Tank
     ^Lesser Ithrak
     ^Medium Energy
     #Energy Tank
    Fan Room Alpha:
     ^Cooling Fans
    Data Shrine 02:
     ^Missile Expansion
     ^Alimbic Joist
     #Missile Expansion
    Fan Room Beta:
     ^Tetra Galaxy
    Data Shrine 03:
     ^Kanden (if you missed the previous scan)
     ^Attameter Artifact
     ^Political Hub
     ^Anthropological Hub
     ^Alimbic Turret v1.0
    Synergy Core:
     ^Lift Controls
     ^Binary Subscripture
    Stronghold Void:
     ^Stronghold Void
     ^Cretaphid v1
     ^Biodefense Chamber A
                                 /                    \
                                 |  Area Walkthrough  |
         Watch the opening dialogue and the short cut scene or skip ahead by tapping
    skip and then tapping the screen.  The Tetra Galaxy Scan Screen will then
    appear, with a map on the bottom screen.  Notice that you can move the Abscissa
    Axis (horizontal line) and the Ordinate Axis (vertical line) using either the
    tabs connected to them or via a press of the D-Pad.  As you can see, the lines
    intersect at a space station called the Celestial Archives; thus, you can guess
    that they are used to navigate.  Now, either tap the "Land Ship" icon or press
    A to land at the Celestial Archives (be sure the axes intersect at the
    Celestial Archives).  Enjoy the cut scene and the nostalgic music and prepare
    for your first mission!
    *Celestial Gateway*
         As you walk toward the door a popup will appear that will instruct you on
    how to use the scan visor.  Why not take a minute to get used to your
    surroundings and controls?  Activate the Scan Visor and scan the Door in front
    of you and the symbol above it (remember the symbol, as it is quite common).
    Turn to your left now and scan the Portal.  Turn again to face your ship;
    notice that you cannot scan it from a certain distance.  Walk toward it until
    you can and get that scan.  To the left of your ship is a pedestal that, when
    scanned, gives information on the Celestial Archives.  If you look below the
    platform that the Gunship is on you will see a green force field.  Scan this as
    well.  You may wish to explore this room further, looking for the elevators
    beside and behind the Gunship and testing out your gear (Morph Ball, Morph Ball
    Bombs); also go back to your ship to save and look at your Logbook.  Note that
    not everything you scanned was recorded; that is normal.  Also note that the
    four categories correspond in color (before they are scanned; after you scan
    something its scan icon will turn gray in color) and symbol with the scan icons
    that you saw in the game.  Before you leave the ship, see that you can change
    your control settings in the Options menu and set what Sub-weapon that you have
    when you leave the ship in the Weapon Select menu.  Now, leave the ship, shoot
    the door you saw earlier to unlock it (this is standard procedure), walk
    through it, and then through the next two doors.
    *Helm Room*
         Walk into this room and scan the lower part of the first pillar you see
    and the green screen next to the window.  Walk up the ramp that leads to the
    platform that connects the two pillars in the room and scan both of the orange
    pillars on top.  Now walk over to the door with the red image floating at its
    center (note the cut scene) and scan the yellow hologram next to it (I would
    note that the scan icon is a red circle with an exclamation mark; this denotes
    an important scan). 
         Continue on until you enter a room and see a cut scene.  The doors have
    been locked until you defeat all of the enemies in the room.  First, you should
    scan the floating enemies.  Second, you should hide behind the crates on the
    upper half of the room.  After reaching the crates, you should start shooting
    the Psycho Bits (two shots apiece should take care of them all).  Once all of
    the enemies have been defeated, the doors will unlock and you can continue on
    through the next little connecting room.
    *Meditation Room*
         Now you will see a corridor of small crates; these usually hold some sort
    of pick-up, especially when you are lacking energy or ammunition.  The quickest
    way to destroy them is to shoot them with a charged shot, which will be
    automatically indicated at some point.  There should be a Small Energy unit (it
    refills thirty units of energy) that appears; scan it for another addition to
    your Logbook.  You should note that the Charge Beam has a "tractor beam" effect
    in that it draws pick-ups to you; this can be very useful in some situations.
    Once you are finished continue walking through the corridor and down the ramp.
    Scan the orange wall to your left, jump over the indestructible crates (a help
    screen will come up) and scan the blue wall in front of you.  Go through the
    hole at your right and drop to the floor.  You should scan the panel to your
    left, the panel in front of you, and the floating green jellyfish-like creature
    to your right.  Now, look at the door close to you; try shooting it with your
    Power Beam and a help message will pop up.  Now try scanning it; it says that
    it is a blast shield that is impervious to most weapons and that only a Missile
    will damage it.  Thus, kill the Petrasyl, scan the Small Missile Pack that will
    appear, and collect it using the Charge Beam or collect it by touching it.
    Switch to Missiles and shoot the shielded door.  That sound will tell you that
    it is now unlocked (it, and other similar shielded doors, will never be locked
    again, by the way; from this point forward any such door can be opened by any
    beam).  I would kill the respawned Petrasyl again and collect another Small
    Missile Pack to be prepared for future situations.  Also, I suggest switching
    back to the Power Beam after you finish using Missiles or, as you will
    eventually see, Sub-weapons, so that you will not accidentally waste ammuntion.
    Go through the short connecting room.
    *Data Shrine 01*
         Walk to your left, defeating the Psycho Bits that you will encounter,
    until you are stopped by a message from the Gunship warning you that someone
    else has just arrived at your location.  Press A or tap the screen and clear
    the screen, and go through the door in front of you and to your right.  The
    doors will lock in this chamber, but there is nothing to worry about yet.
         Scan the barrier to your right, walk around it and scan the display, and
    finally jump up onto the bridge between the sides of the room and scan the
    bottom and center scan icons in the crystal-shaped force field in the stated
    order.  Now prepare for battle!
         A horde of Psycho Bits will attack you, and they can get annoying.
    However, you should have nothing to worry about, as each will go down after two
    hits.  Once they have all been destroyed, jump onto the center bridge, scan the
    newly appeared object (the Shield Key), and collect it.  This will deactivate
    that force field, allowing you to collect the unprotected Cartograph Artifact. 
    There are three of these hidden in each mission, and you must collect them to
    activate a teleporter which leads to that mission's boss.  Now the doors will
    unlocked; go through the one that you did not come in through (you will know it
    is the correct one if there is a wall to your right in the hall).  Now, defeat
    the small group of Psycho Bits and continue walking through the tunnel.  Soon a
    help message will pop up telling you how to go into Morph Ball Mode; go ahead
    and do so.  Roll through the tunnel in front of you (a Small Energy unit is in
    front of it) and at the end you will find an Energy Tank; although you cannot
    scan it, it will be added to your Logbook.  Energy Tanks provide a permanent
    increase of one hundred energy units to your maximum capacity.  Roll back out
    and continue in the direction you were moving before until a large creature
    drops from the ceiling; scan it.  The Lesser Ithrak likes to attack by leaping
    at you, so be prepared to move quickly to prevent it from damaging you.  Charge
    shots will be most effective; soon it will die and a Medium Energy unit will
    appear.  Scan it and collect it.  Now head through the door that unlocked after
    you killed the Lesser Ithrak, and then exit the small connection room.
    *Fan Room Alpha*
         Scan the pillar in front of you as soon as you enter the room.  Make your
    way to the top of the room by jumping between the orange platforms.  When you
    get to the top, go through the door and the small room.
    *Data Shrine 02*
         Make your way to the left; scan the door and notice that it has a green
    shield over it, meaning that you are currently blocked from getting past it
    until you find the appropriate weapon to destroy it.  However, that will come
    much later.  Now turn around and start walking in the opposite direction.  Soon
    you will come across Kanden, one of the other bounty hunters searching for the
    ultimate power.  If you are careful, you can scan him without causing the chase
    sequence, which will occur as you get close to him, to begin.  When it does
    begin, go into Morph Ball Mode and follow him through the tunnel.  On the other
    side there will be a few Psycho Bits; however, continue to stay in Morph Ball
    Mode and continue going forward.  Eventually you will reach a tunnel that holds
    a Medium Energy unit and a Missile Expansion (the Missile Expansion will be
    automatically added to your Logbook upon being collected; thus it does not need
    to be scanned).  Missile Expansions permanently increase your maximum Missile
    capacity by ten.  Roll back out, activate the Scan Visor, and scan the second
    diagonal structure that is in the hallway.  Continue on, jump over the tunnel
    that you chased Kanden through, and go to the blue door that is ahead of you.
    Go through the small connection room.
    *Fan Room Beta*
         After you enter the room you will receive another message from the Gunship
    regarding Kanden, telling you how he found you and to assume hostile intent.
    Before you starting ascending the blue platforms, walk over to the floor level
    windows and scan the central window.  Now, ascend to the top of the room, but
    be careful, as the platforms are spaced further apart than in Fan Room Alpha.
    Again, go through the small connecting room.
    *Data Shrine 03*
         Destroy the small crates to your right if you do not have maximum energy
    or Missiles.  Now, continue in the opposite direction until you reach the door
    to the inner chamber.  Prepare yourself for your first battle with another
    bounty hunter!
       |                             BOSS - Kanden                             |
       |                                                                       |
       |Difficulty:  2/5                                                       |
       |                                                                       |
       |Weapons:  Volt Driver (Biped); homing bombs (Alt-Form)                 |
       |                                                                       |
       |Strategy:  At the beginning of the fight Kanden will change into his   |
       |           Alt-Form, Stinglarva.  Scan it quickly and shoot at it with |
       |           charged Missiles if you can; however, try to conserve       |
       |           Missiles for later in the fight.  When he goes back into    |
       |           Biped form, if you were not careful enough with your        |
       |           procedure earlier in Data Shrine 02, scan him quickly and   |
       |           go back on the offensive.  He will go to the center of the  |
       |           room and shoot a charged Volt Driver shot at you, and may   |
       |           run about the arena shooting normal shots at you.  Continue |
       |           to pelt him with charged Missiles or charged shots as he    |
       |           alternates between Biped and Alt-Form modes.  The Volt      |
       |           Driver has a unique ability when used by Kanden; it will    |
       |           disrupt the vision of whoever it hits when it is charged.   |
       |           Fortunately, the charged shots are very slow and easy to    |
       |           dodge it you move fast enough.  The Alt-Form is easily      |
       |           overcome by jumping onto one of the platforms; the homing   |
       |           bombs cannot hit you.  Just relax and focus, and he will    |
       |           eventually go down; if your energy or ammunition levels get |
       |           low, you may find pick-ups in the various small crates      |
       |           around the room.                                            |
       |                                                                       |
       |Reward:  Shield Key (unlocks Morph Ball doors in Data Shrine 03)       |
         Now that those small doors are unlocked, you can now access the Attameter
    Artifact (be sure to scan it before you collect it) and a Medium Energy unit to
    heal you if necessary.  Now you should scan certain things in the chamber for
    your Logbook.  The last two scans in this area are on the two barriers that are
    symmetrically positioned from the central bridge; one solitary scan is on each
    barrier.  Once you have scanned those two scans, destroy any remaining crates
    if you need pick-ups and go to the barrier that is on the same side as the
    doors; go through the door on the right side of that specific barrier.  On the
    other side of the door turn to your right and turn on the Scan Visor to scan
    the enemy in front of you.  Destroy the two Alimbic Turrets and go through the
    door.  Go through the small connecting room.
    *Synergy Core*
         The first thing that you should do is scan the yellow hologram next to
    what you should remember is a Portal.  This creates a portal which leads back
    to your Gunship, allowing you to save, replenish energy or ammunition, and so
    forth.  You can also scan the now online Portal next to the switch.  Anyway,
    ascend the room using the hexagonal platforms.  When on the fourth platform, 
    turn to face the yellow force field.  To your right is a scan for the Logbook.
    After you get that scan continue to ascend until you reach the top; there is a
    long corridor with a door at that end.  Enter the next room via that door and
    scan the important scans in each corner (four in total) if you wish; you must
    shoot each Power Conduit to make the Shield Key to appear.  Once the force
    field surrounding the artifact is down, scan and collect the Binary
    Subscripture.  After you collect the third and final artifact, you will receive
    a message that a Portal (what will be referred to as a Stronghold Portal) has 
    been activated.  Go through the door opposite the entrance to the room that you
    are currently in.  In this room, scan the Stronghold Portal to know what it is
    and enter it.
    *Stronghold Void*
         Activate the Scan Visor and scan the entrance to the next chamber.  Go
    through the doorway and walk up to the big door and scan it.  Now return to the
    Gunship via the Portal in Synergy Core to save your game and, if necessary,
    replenish your health and ammunition.  Return to Stronghold Void after saving
    your game and enter through the two Stronghold Doors that are in your way to
    Biodefense Chamber A, where the boss is.  Now, watch the cut scene and brace
    yourself for the first boss!
       |                          BOSS - Cretaphid v1                          |
       |                                                                       |
       |Difficulty:  1/5                                                       |
       |                                                                       |
       |Weapons:  Rotating lasers (basic mode); energy blasts (core)           |
       |                                                                       |
       |Strategy:  Scan the boss right away so that you do not miss the scan   |
       |           (the scan icon is near the top of teh Cretaphid).  This is  |
       |           a very simple boss if you know what to do.  First, keep     |
       |           circling it at all times to prevent the lasers from hurting |
       |           you.  Second, destroy all of the blue targets that are      |
       |           spread around its structure.  Third, blast the blue,        |
       |           shining core with charged Missiles and charged shots.       |
       |           Fourth, repeat, adjusting as the lasers come lower to the   |
       |           ground and increase in number by one in the second round    |
       |           and the final round.  The "rounds" are basically what you   |
       |           are supposed to do every time you cause the boss (any boss, |
       |           by the way) to become vulnerable; that is, you are supposed |
       |           to take away one third of its total health (if you do not,  |
       |           then the round is not over).  If you run low on health or   |
       |           ammunition, destroying the blue targets may provide         |
       |           pick-ups.  Overall, this should be the easiest battle in    |
       |           the game.                                                   |
       |                                                                       |
       |Reward:  Octolith                                                      |
         Scan and collect the Octolith and you will receive a message from the
               "Octoliths may be the key to the "ultimate power" alluded
                             to in the telepathic message."
         Before you leave, collect the energy pick-ups that are around the room,
    and scan the area to the left of the door to find another entry for your
    Logbook.  Now, exit through the door you entered through and continue out of
    the connecting room.  As you are about to step onto the steps that lead to the
    bridge, you will receive another message from the Gunship; apparently, when you
    acquired the Octolith you activated a security mechanism that result your death
    if you do not leave the Celestial Archives in eight minutes (8:00:00).  Quickly
    go into Morph Ball Mode and boost to the Portal that leads from the Stronghold
    *Synergy Core*
         Leave the room with the Stronghold Portal.  You will now be attacked by a
    group of Psycho Bits; kill them quickly and exit that room.  Go into Morph Ball
    Mode and drop to the bottom of the next room (you do not take damage from falls
    while in Morph Ball Mode), return to Biped form, and go through the door.
    Interestingly, the Portal to the Gunship does not work; obviously, it is to
    increase difficulty.  Go through the connecting room.
    *Data Shrine 03*
         Go to your right as you enter Data Shrine 03.  Remember the barrier
    instructions?  Take the one on the left side now, which is simple as it is the
    only other full-size door in the room other than the one you entered through.
    Go to your right again, destroy all of the Psycho Bits, and go through the
    connecting room.
    *Fan Room Beta*
         Again, go into Morph Ball Mode, drop to the floor, revert to Biped form,
    exit the room, and go through the connecting room.
    *Data Shrine 02*
         Go to the right, go into Morph Ball Mode, roll under the floor that you
    were walking on (do not mind the Psycho Bits), boost to the other side, kill
    the Lesser Ithrak that falls from the ceiling, and continue to the other door.
    In front of that door are two Alimbic Turrets and a Lesser Ithrak; destroy them
    quickly and enter the connecting room.
    *Fan Room Alpha*
         Again, go into Morph Ball Mode, drop to the floor, revert to Biped form,
    exit the room, and go through the connecting room.
    *Data Shrine 01*
         Go to the left, kill the Lesser Ithrak that fell right after you entered
    the room, and continue left until you reach a white door.  Enter the chamber
    and destroy all of the Psycho Bits inside, including the improved Psycho Bit
    v1.0 (these are green).  Take them out quickly, and avoid the shots of the new
    Psycho Bit.  Go out the other door (if you get disorientated, it is the door
    farthest from the Meditation Room on the map) and go left, destroying any
    Psycho Bits on the way.  Enter the connecting room.
    *Meditation Room*
         Destroy any Petrasyls in your way, jump up to the doorway, and make it up
    the ramp and through the corridor to the upper door.  It should not be
    difficult.  Go through the connecting room.
    *Helm Room*
         Go through the room where you first fought Psycho Bits and then through
    the next little connecting room to the room with the two orange pillars with
    the scans of the Port Helm and the Starboard Helm.  However, be prepared for a
    small battle with three Guardians.  Scan them and destroy them quickly; they
    are fast but they will go down with speed and accuracy.  After all three are
    dead go through the two connecting rooms.
    *Celestial Gateway*
         Run over to your ship and enter it.  Tap "Launch Ship" and then "Yes" to
    leave the Celestial Archives.  Congratulations!  You have your first Octolith.
                                /                      \
                                |  Current Statistics  |
    Total Scans:  15%                Equipment:  55%                Complete:  14%
       Lore - 3%                                                    Octoliths:  12%
       Bioform - 13%
       Object - 30%
    |  B.  Ruins in Fire:  Alinos and the Second Octolith  |                 {OL#2}
                           /                                \
                           |  Scans, Expansions, and Items  |
    Alinos Gateway:                                             -------------------
     ^Alinos                                                    |       Key       |
     ^Magma Station                                             |       ===       |
     ^Alimbic Prophecy 02                                       |                 |
     ^Alimbic Datashade 01                                      | ^ --> Scan      |
     ^Alimbic Datashade 02                                      | # --> Expansion |
                                                                | % --> Item      |
     #Missile Expansion                                         -------------------
    Echo Hall:
     ^Exposed Rebar
     ^History 01
     ^Large Energy
     ^War Wasp
     ^Weavel (during evacuation)
     ^Halfturret (during evacuation)
     #Energy Tank
    High Ground:
     ^Flow Regulator
     ^Interment Chamber
     ^Magma Vent
     ^Spire (during Part 1/3 only)
     ^Spire (during Part 3/3 only)
     ^Dialanche (during Part 3/3 only)
     ^Science Sarcophagus (after defeating Spire)
     ^Battle Sarcophagus (after defeating Spire)
     ^Alimbic Scripture (after defeating Spire)
     #Missile Expansion
    Elder Passage:
     ^Spire (during Part 2/3 only)
     ^Dialanche (during Part 2/3 only)
    Stronghold Void:
     ^Energy Blaster
     ^Slench 1a
     ^Slench 1b
     ^Biodefense Chamber B
                                 /                    \
                                 |  Area Walkthrough  |
         Watch the cut scene and wait for the scan of the Alimbic Cluster to end.
    Your next destination, Alinos, will be found and become available to travel to.
    I should note that you can go back to the Celestial Archives at this point, but
    it would be pointless as you cannot go anywhere important that you have not
    already been to just yet.  Anyway, select Alinos using the Abscissa Axis and
    the Ordinate Axis and tap Land Ship.  Watch the landing cutscene and exit the
    *Alinos Gateway*
         When you gain control of Samus, look to your left and scan the holographic
    pedestal that you see; it gives information on Alinos and its history.  Now
    walk down the ramp in front of you and go to your left, remaining in the
    "island" that you landed on and keeping your Scan Visor active.  Eventually you
    will see a scannable holographic pedestal; scan it and continue to walk around
    the "island" until you reach where you were after walking down the ramp.  Now,
    start going across the lake of lava via the stones directly in front of the
    ramp (they do sink once you step on them; they also come back up after a few
    seconds).  Once on the side with the door walk to the left, behind the rubble,
    until you see several blocks, arranged like steps, that lead to a Morph Ball
    accessible area that holds a Missile Expansion.  Jump up to the area with the
    branch-like structures, activate the Morph Ball, and use Morph Ball Bombs to
    "jump" up the two steps (simply do not move from the area that you set the Bomb
    at; it will detonate, and you can then use the D-Pad to move onto the next
    step) and collect the Missile Expansion.  It would be wise to note this
    technique, called bomb jumping, and to practice it (you can, with timing,
    perform a double bomb jump by dropping one bomb, dropping a second right before
    the first detonates, and then setting a bomb at the peak of the initial bomb
    jump; the second bomb will then send you upwards were you should hit the third,
    which will send you even higher).  Anyway, roll out of the step where the
    Missile Expansion was, go back into Biped form, and activate the Scan Visor.
    Walk back toward the door and scan the icon above it.  Now walk to the left of
    the door (while facing it) and scan the two icons that you come across (both
    should be readily visible from in front of the door).  Finally, walk back to
    the door and go through it and the connecting room.
    *Echo Hall*
         Activate the Scan Visor again and scan the blue icon in front of the
    obviously damaged wall.  Throughout the chamber that you are currently in are
    Zoomers (the first are right above you, on the ceiling support), insect-like
    enemies that crawl around and pose no real threat.  Scan one and destroy the
    rest, especially if you need ammunition or energy.  Once you get to the flat
    section of the floor you will see a new addition to the Metroid universe;
    poisonous plants that you cannot scan (I have a feeling that they are based
    upon Venom Weed, which does not appear in this game).  These are easily
    destroyed with a Power Beam shot and can provide useful pick-ups.  Destroy
    enough to clear yourself a path and walk to the sandy square.  If you have not
    scanned a Zoomer yet, scan one of the creatures; then destroy them to avoid
    annoyance.  Activate the Scan Visor, scan the orange icon to your left (from
    where you entered the sandy area; the "rebar" scan is also present across from
    the orange icon if you need it).  Now go up to the hole in front of at the end
    of the current chamber you are in; go into Morph Ball Mode and roll into it.
         Here is a map of this area:
                               |          Key          |
                               |          ===          |
                               |                       |
                               | +DD+ --> Incline Down |
                               | +UU+ --> Incline Up   |
                               | :    --> Door         |
                               | ^V>< --> Note         |
                               | [0]  --> Shield Key   |
                               | {0}  --> Energy Tank  |
                               | . .  --> Path 1       |
                               | ? ?  --> Path 2       |
                               | ! !  --> Path 3       |
                                     ~~~FLOOR 1~~~
                 ______________      _____________________________
                | {0}          |    |  ? ? ? ? ? ? ? ? ? ? ? ? ? ?<EXIT
                | !   ____     |    |  ?  ________________________<
                | !  |    |    |    |  ? |
                | !  |    |    |    |  ? |     ___________________
                | !  |    |    |    |  ? |    |         +DDD+<PT C|
                | !  |    |    |    |  ? |    |     ____+DDD+<    |
                | !  |    |    |    |  ? |    |    |    |         |
                | !  |    |    |    |  ? |    |    |    |         |
                | !  |    |    |    |  ? |    |    |    |PT B     |
                | !  |    |    |    |  ? |    |    |    |VVVV     |
                | !  |    |    |    |  ? |    |    |    |++++     |
                | !  |    |    |    |  ? |    |    |    |DDDD     |
                | !  |    |    |    |  ? |    |    |    |DDDD     |
                | !  |    |    |    |  ? |    |    |____|++++ ____|
                |++++|    |    |    |++++|    |           .? |
                |DDDD|    |    |    |DDDD|    |_________  .? |
                |DDDD|    |    |    |DDDD|              | .? |
                |DDDD|    |    |    |DDDD|              | .? |
                |++++|    |    |    |++++|      ________| .? |
                 ^^^^     |    |     ^^^^      | ?.?.?.?.?.? |     PT A
                 PT D     |____|     PT E      | ?.  ________|     VVVV
                                               | ?. |             |++++|
                                               | ?. |             |DDDD|
                 ____      ____________________| ?. |             |DDDD|
                |    |    | . . . . . . . . . . .?. |             |DDDD|
                |    |    | .   _______________  ?  |             |++++|
                |    |    | .  |               | ?  |             |  ? |
                |    |    | .  |               | ?  |             |  ? |
                |    |    | .  |               | ?  |             |  ? |
                |    |    | .  |               | ?  |             |  ? |
                |    |____| .  |_______________| ?  |             |  ? |
                | . . . . . .                    ?  |             |  ? |
                | .   _________________________  ?  |             |  ? |
                | .  |                         | ?  |             |  ? |
                | .  |_____________            | ?  |             |  ? |
                | . . . . . . . .  |           | ?  |_____________|  ? |
                |_____________  .  |           | ? ? ? ? ? ? ? ? ? ? ? |
                              | .  |           |_______________________|
                              | .  |
                              | .  |
                                    ~~~BASEMENT 1~~~
                                                   PT C>+UUU+     |
                                                       >+UUU+     |
                                                        |         |
                                                        |         |
                                                        |     [0] |
                                                        |         |
                                                        |++++     |
                                                        |UUUU     |
                 PT D                PT E               |UUUU     |
                 VVVV                VVVV               |++++_____|
                |++++|              |++++|               ^^^^
                |UUUU|              |UUUU|               PT B
                |UUUU|              |UUUU|
                |UUUU|              |UUUU|
                |++++|______________|++++|__ __________________________
                | ! ! ! ! ! ! ! ! ! ! !? ? ?:? ? ? ? ? ? ? ? ? ? ? ? ? |
                |___________________________:_____________________   ? |
                                                                   PT A
    Go through Path 1 in the maze until you reach the chamber where the Shield Key
    is indicated to be; here you can go back into Biped form.  Destroy the three
    Zoomers in this room and collect the Shield Key that appears.  Go back into
    Morph Ball Mode and follow Path 2, using a bomb to open the door.  Roll along
    on Path 3 when you reach it to find an Energy Tank.  Once you have the Energy
    Tank, return to the door and continue where you left off on Path 2.  When you
    reach the end of Path 2, use a bomb jump to get inside the passage.  Continue
    rolling up the passage until you reach a chamber in which you can go back into
    Biped form.  Do so and then destroy the crates; one of them should contain a
    Large Energy, which you need to scan for your Logbook.  When you are done
    collect the Cartograph Artifact that is in the room.  Once you have the
    artifact, go over to the Morph Ball-sized door, shoot or bomb it to unlock it,
    and roll through the passage behind it.  When you get to the next chamber that
    you can change to Biped form in, do so and quickly scan one of the three War
    Wasps in the chamber.  After you scan one of the creatures, destroy them and go
    through the door.  Go through the connecting room.
    *High Ground*
         First of all, destroy all of the Zoomers moving about in the corridor that
    you are in to onlock the door.  Second, activate the Scan Visor and scan the
    glowing panel on the left side of the corridor.  Finally, try to remember the
    yellow force field on the left side of the corridor.  Once you are done, go
    through the door.
         Continue through this new corridor, destroying the Zoomers as you see
    them.  Like in the previous corridor, this unlocks the door.  You might wish to
    remember the yellow force field in this corridor as well.  Go through the door.
         Activate the Scan Visor and scan the fluorescent blue icon and the purple
    force field.  Note the force field, and continue onward until you reach the
    chamber with an open air ceiling and four passages connecting to (the passages
    have the yellow force fields that I told you to note).  Scan the floor below
    the open air ceiling jump out of the underground.  Here is another boss fight!
       |                        BOSS - Spire (Part 1/3)                        |
       |                                                                       |
       |Difficulty:  1/5                                                       |
       |                                                                       |
       |Weapons:  Magmaul (Biped); spinning rock melee (Alt-Form)              |
       |                                                                       |
       |Strategy:  The Magmaul is very much like a grenade; thus, for the      |
       |           first part of the fight Spire is very much content to lob   |
       |           exploding lava bombs at you.  Now would be an excellent     |
       |           time to scan his Biped form, but do not worry too much if   |
       |           you cannot, as you get another good chance to later.        |
       |           Anyway, shoot him every chance you get (he generally moves  |
       |           when he gets damaged).  Charged Missiles work wonders, as   |
       |           they home in on their target.  Once you have done enough    |
       |           damage, he will leave and a door will unlock.               |
       |                                                                       |
       |Reward:  Unlocks door leading to Part 2/3                              |
         The door should be easy to find (it is on the structure opposite to the
    structure with the Artifact Shield).   Scan the moving mushroom that blocks
    your path, and then destroy it (wait a second or two for the yellow dust to
    fade).  Go through the door and then the connecting room.
    *Elder Passage*
         Enter the chamber to your right.  A force field will come up, blocking
    your escape, and a triangular teleporter will bring a Voldrum into the room.
    Concentrate on destroying the teleporter first (simply shot at it) and then
    scan and destroy the Voldrum (if a teleporter is not destroyed before the
    creatures it brings in, it will simply bring even more enemies into the room).
    Once the first Voldrum is gone, a second teleporter will activate and bring in
    another Voldrum.  Repeat the strategy that you just used on the first Voldrum
    and prepare for Part 2/3 of the Spire boss fight.
       |                        BOSS - Spire (Part 2/3)                        |
       |                                                                       |
       |Difficulty:  1/5                                                       |
       |                                                                       |
       |Weapons:  Magmaul (Biped); spinning rock melee (Alt-Form)              |
       |                                                                       |
       |Strategy:  Now Spire will come to investigate the disturbance,         |
       |           standing on the edge of the hole that leads to the chamber  |
       |           above you.  Now he will repeat his old strategy, except     |
       |           this time you have much less room to use to dodge the       |
       |           bouncing Magmaul shots.  However, you will also have an     |
       |           easier time shooting him this time, so this will actually   |
       |           be a bit easier than Part 1.  After you shoot him enough    |
       |           times he will jump down into your chamber and switch to his |
       |           Alt-Form; keep moving and jumping to dodge the Dialanche's  |
       |           attacks.  Remember to scan it before you start attacking    |
       |           it.  Once you scan the Dialanche, switch to Missiles if you |
       |           can and shoot him until he leaves again.                    |
       |                                                                       |
       |Reward:  Activates a scannable switch which reveals a Shield Key       |
       |         Removes force field and leads to Part 3/3                     |
         Switch to your Scan Visor and scan the red exclamation icon that will
    appear over the orange holographic symbol on the wall to the left of the
    chamber's entrance (the left is from the perspective of entering the chamber).
    Collect the Shield Key that appears and collect the Attameter Artifact that had
    been covered by the Artifact Shield (it is in the chamber to the left of the
    corridor that you entered Elder Passage through; it is not easy to miss).
    Leave the chamber you are in and walk through the connecting room, returning to
    High Ground.
    *High Ground*
         Get ready for Part 3/3 of the Spire boss fight.
       |                        BOSS - Spire (Part 3/3)                        |
       |                                                                       |
       |Difficulty:  3/5                                                       |
       |                                                                       |
       |Weapons:  Magmaul (Biped); spinning rock melee (Alt-Form)              |
       |                                                                       |
       |Strategy:  Now Spire has a new attack; his Magmaul shots are always    |
       |           charged.  The good news is that they no longer bounce       |
       |           around.  The bad news is that they now set fire to anything |
       |           that they hit or is around them when they detonate.  Hide   |
       |           behind one of the pillars around you, charge a Missile, and |
       |           shoot Spire in his obvious location.  He will now come      |
       |           after you.  Continue hitting him with charged Missiles and  |
       |           try to evade his now varied attacks (he will use uncharged  |
       |           and charged Magmaul shots, as well as switch to Alt-From    |
       |           occasionally).  When he uses the Dialanche get to higher    |
       |           ground.                                                     |
       |                                                                       |
       |Reward:  Shield Key (unlocks Artifact Shield in High Ground)           |
         Collect the Shield Key to unlock the Artifact Shield around the Binary
    Subscripture, and go to its location (it is on the opposite side of the room as
    the door to Elder Passage, near the purple force field) and collect it.  Three
    teleporters will activate, and bring Psycho Bits v1.0's with them.  They are in
    obvious locations; you know the strategy.  After destroying the teleporters and
    Psycho Bits you should find the scans and other collectibles that are in High
    Ground (there are three scans and one Missile Expansion).  The three scans are
    found basically at ground level, and are easily seen.  The Missile Expansion is
    found by going to the side of the chamber with the door to Elder Passage, going
    to the level of that door, taking a right and thus going to the area where
    Spire was at in the beginning of Part 3/3 of Spire's boss fight.  It should be
    easy to see.  When you have those four collectibles go to the side of the room
    where the Binary Subscripture was and follow the path opposite of the purple
    force field (there will be a Blastcap on this path).  Jump onto the barrier
    next to that path and jump from floating platform to floating platform until
    you reach the other side.  Go through the door and then through the connecting
    *Elder Passage*
         First of all, activate the Scan Visor and scan the red exclamation icon to
    activate a Portal which leads back to the Gunship.  I would go back to the
    Gunship to save and to replenish ammunition and energy.  When you are done at
    the Gunship return to Elder Passage via the Portal and go through the
    Stronghold Portal.
    *Stronghold Void*
         Continue on to the next chamber, through the Stronghold Door, and through
    the connecting room.  Now meet the second style of boss that guards the
    Octoliths--the Slench.
       |                         BOSS - Slench 1a & 1b                         |
       |                                                                       |
       |Difficulty:  2/5                                                       |
       |                                                                       |
       |Weapons:  Green venom torpedo, deuterium laser (1a); energy blasts     |
       |          (1b)                                                         |
       |                                                                       |
       |Strategy:  First of all, switch to the Scan Visor and scan one of the  |
       |           three Energy Blasters that are around the Slench 1a, and    |
       |           then scan the Slench 1a itself.  When you have those two    |
       |           scans, charge the Power Beam and shot each of the three     |
       |           synapses that connect the Slench to the Energy Blasters.    |
       |           Each will retract after one hit from a charged Power Beam   |
       |           shot.  After all three have retracted, the Slench 1a will   |
       |           detach from the wall and become Slench 1b.  Scan the now    |
       |           floating Slench 1b and shot around the iris and pupil of    |
       |           its eye while dodging its energy blasts.  If you end the    |
       |           round the Slench 1b will reattach to the wall; it will also |
       |           reattach if you do not complete the round.  Now, if you are |
       |           quick you can disable the synapses before the Slench 1a     |
       |           becomes capable of attacking you.  Repeat the "charge shot" |
       |           strategy to take out the synapses and, when you can,        |
       |           continue shooting the vulnerable eye.  The second and third |
       |           round (remember the rule of one-third of maximum health in  |
       |           regards to rounds) will become more fast-paced than the     |
       |           previous round.  The battle should take around three or     |
       |           four rounds all in all (the third round may be a bit        |
       |           difficult).  Simply move quickly and shot accurately and    |
       |           you will come out the victor in this fight.                 |
       |                                                                       |
       |Reward:  Octolith                                                      |
         Collect the Octolith and you will receive a telepathic message:
                           "...the cannon holds the power..."
         Collect the two energy pick-ups that are in the room, as you will need
    maximum energy later.  Also scan the icon to the left of the Stronghold Door.
    Go through the door and the connecting room.  Like in the Celestial Archives,
    when you collected the Octolith you set off a security protocal which will
    require you to evacuate or die; this time you have four minutes and thirty
    seconds (4:30:00).  Like before, go into Morph Ball Mode and boost to the
    Portal that leads from the Stronghold Void.
    *Elder Passage*
         Drop down through the hole in the floor that is in front of you (it is the
    one that Spire stood above in Part 2/3 of his boss battle).  Go through the
    door that leads to the connecting room that leads to High Ground.
    *High Ground*
         Although there are active teleporters and Psycho Bits in this chamber, it
    is not necessary to do any but drop through the hole in the center of the
    chamber.  From there go through the only corridor not blocked by a yellow force
    field and go through the door at the end of the path.  Do the same for the next
    corridor as well as the one after that.  Go through the connecting room.
    *Echo Hall*
         Go into Morph Ball Mode and roll along the bridge into the tunnel.  Open
    the door at the end of the tunnel using a bomb and roll out.  Now prepare for
    another boss fight with a rival bounty hunter!
       |                             BOSS - Weavel                             |
       |                                                                       |
       |Difficulty:  2/5                                                       |
       |                                                                       |
       |Weapons:  Battlehammer (Biped); slash (mobile Alt-Form); Battlehammer  |
       |          (stationary Alt-Form)                                        |
       |                                                                       |
       |Strategy:  This should be fairly simple as long as you dodge the       |
       |           Battlehammer shots, which do a fair amount of damage and    |
       |           knock you away.  Scan Weavel first, and then start shooting |
       |           him with charged Missiles.  After a certain point Weavel    |
       |           will go into his Alt-Form, which can be very annoying as    |
       |           its stationary half's shooting range is basically large     |
       |           enough to hit you at any point in the room.  Scan either    |
       |           half for the Halfturret scan, and then target the           |
       |           stationary half of the Halfturret.  Soon the mobile half    |
       |           will walk through a tunnel (which was closed by a force     |
       |           field when you where first in this chamber).  Follow him    |
       |           through the same tunnel start attacking again.  He will     |
       |           probably go back into Alt-Form, so be prepared to get out   |
       |           of the range of the stationary half's Battlehammer shots    |
       |           (you can do this in the chamber that you are in; it is the  |
       |           one where you first find the Zoomer).  Just keep attacking  |
       |           him and dodging his attacks and you will defeat him         |
       |           eventually.                                                 |
       |                                                                       |
       |Reward:  Unlocks door in Echo Hall which leads to the Alinos Gateway   |
         Go through the door, and then through the connecting room.
    *Alinos Gateway*
         Cross the lava lake using the unstable stones, walk up the ramp, enter
    your ship, tap "Launch Ship" and then "Yes" to leave Alinos.  Congratulations!
    You now have a second Octolith in your possession.
                                /                      \
                                |  Current Statistics  |
    Total Scans:  27%                Equipment:  62%                Complete:  25%
       Lore - 13%                                                   Octoliths:  25%
       Bioform - 32%
       Object - 38%
    ***Further Updates Coming Soon***
    |                 /                                                      [ITEM]
    |  VIII.  Items  /
    ***Coming Soon***
    |                 /                                                      [LGBK]
    |  IX.  Logbook  /
    ***Coming Soon***
    |               /                                                        [BOSS]
    |  X.  Bosses  /
    ***Coming Soon***
    |                            /                                           [MPGD]
    |  XI.   Multiplayer Guide  /
    ***Coming Soon***
    |                      /                                                 [UNLK]
    |  XII.  Unlockables  /
    ***Coming Soon***
    |                                      /                                 [FAQS]
    |  XIII.  Frequently Asked Questions  /
    ***Coming Soon***
    |                      /                                                 [GRVW]
    |  XIV.  Game Review  /
    ***Coming Soon***
    |                     /                                                  [LLNT]
    |  XV.  Legal Notes  /
         This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    Websites that have my permission to post this guide:
    1.  GameFAQs (http://www.gamefaqs.com) and GameSpot (http://www.gamespot.com)
    Copyright 2006 John Martin
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    |                              /                                         [LLNT]
    |  XVI.  Contact Information  /
    ***Coming Soon***
    |                         /                                              [SPTK]
    |  XVII. Special Thanks  /
         First, I would like to thank NST and Nintendo for making this fantastic
    game; your hard work shows!  The game is great, the graphics and sound are
    fantastic, and the multiplayer is addicting.  Also, thank you for the
    descriptions of the backgrounds of the different bounty hunters that are at
    http://www.metroidhunters.com and various other sources that are used in their
    entirety in some portions of this guide.
         Second, I would like to thank CJayC, without whom there would not be a
    site like this; GameFAQs has helped me on many occasions.  As well, I would
    not have a place to post my own work without this site.

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